About the Game
After hostilities have broken out in Central Europe, the race is on as a pressured US Navy escort force battle off Soviet bomber and submarine attacks on a perilous quest to reinforce NATO defenders in Europe. Meanwhile, in the Persian Gulf, the conflict between Iran and Iraq risks escalating into a larger confrontation between superpowers as both sides indiscriminately attack neutral merchant shipping. And in the Norwegian Sea, an outnumbered Soviet surface force challenges the might of a massive US Navy amphibious force bound for occupied Norway...
Brought to you by the lead designer of Cold Waters, Sea Power lets you control NATO and Warsaw Pact forces in a modern naval conflict. Whether it's gunning it out with Boghammars in a surface duel, fighting off aerial attackers armed with long-range missiles, or hunting for enemy submarines with aircraft and surface ships, advanced weaponry and sensors are at your disposal.
Can you successfully hide your forces while detecting and tracking theirs? It is up to you to play an advanced game of cat and mouse on the high seas, to seize the initiative and attack with the advantage of surprise on your side. And at all times, you have to observe rules of engagement and take care not to cause an unnecessary incident that could lead to escalation. After all, you cannot really be sure just who that radar contact at 30.000 feet is, can you?
Features List
Cold war era between the '60s and '80s
Theatres including North Atlantic, Persian Gulf, Gulf of Tonkin and Mediterranean Area
Dynamic Campaign - theatre scale [beta version launching 2026]
Rich variety of historical and fictional single scenarios
Over 150 Naval units, including original ships and more than 60 aircraft
Pausable real-time controls with time compression options
Dynamic time of day and weather per engagement
Custom soundtrack
Realtime combat
Advanced flight and ship physics
Advanced sensor modeling
Full user scenario editor
Save games everywhere/every time
Detailed and accurate 3D graphics
130 weapon systems and 50 different ground objects
Land facilities and real-world terrain
Planned Early Access Roadmap
Below is our currently planned early access roadmap for Sea Power.

Screenshots
14 images
Version Information
Steam Patch Notes
Official update history
Hello from the Triassic Games team!
We are releasing another patch today which fixes a major issue with missile speeds not working as expected. This especially affected missiles with group guidance capability, like the Granit or Bazalt (SS-N-19 and SS-N-12). Several fixes for the Molniya campaign are also included along with more weapon tuning.
This release also adds a new folder into the Scenarios menu called "Intro Scenarios". These are basic beginner scenarios, ideal for new players, intended as a place to start after completing the tutorials:
Red Sea Breakout - NATO (1988): USS Yorktown has been directed to force the Bab al-Mandab Strait. Soviet-backed Yemeni forces are attempting to deny the passage with fast attack craft, MiG-21 fighters, and coastal missile batteries. Fight through the defenses and enter the Gulf of Aden to assert the right of innocent passage.
Narvik Counterattack - Soviet (1985): NATO forces are attempting to attack our beachhead at Narvik. Command two Northern Fleet destroyers to repulse their attack.
Thanks to the community for your continued support!
Fixes from previous release:
Campaign: Molniya missions 3, 4, 5 fixed some AI units with incorrectly overridden ROE to Weapons Tight
Fixed corrupted Mission Editor map centerpoint icon
Fixed missiles not accelerating properly
Fixed issues with group guidance for Granit and Bazalt missiles
Fixed booster run times and ground unit targeting
Null refs
Improvements and additions:
Campaign: Molniya mission 4, removed S-3A that immediately spots the player
Sensors: DECM/OECM behavior revised, most advanced ECM sets are somewhat more capable against missiles (slightly higher JamChance)
Weapons: increased initial flight duration of UGM-109
Weapons: AGM-84 acceleration increased to 0.5G
Removed port side windows on E-2
Translations
Scenarios: adding new Intro scenarios folder; new intro/beginner scenarios "Red Sea Breakout 1988" and "Narvik Counterattack 1985"
Today we are posting another hotfix for a few issues encountered recently. This patch release resolves the issue with tutorial search areas not appearing on the map, corrects firing arcs for the Kashin Mod destroyer's SS-N-2C missiles, along with other small fixes.
We have now added a "Restart Mission" button to both the Pause menu and the Debrief/AAR menu. Additionally, many weapons have received a proper sustainer effect, with more to come later on. This patch includes minor stat updates for weapons and adds South Yemen nation for some upcoming scenarios.
Thanks to everyone in the community for continued support!
Fixes
- Fixed an issue where trigger Action_UnitWaypoints could not properly read waypoints with speed/EMCON/ROE/altitude changes
- Fixed issue with tutorial windows not enabling marked areas on the map
- Disabled white monolith which hid somewhere in the vastness of the ocean
- Incorrect arc size calculation for Kashin Mod SS-N-2C
- Edge case in land unit braking to fire
Updates and additions
- Updated Noesis UI to 3.2.12
- Updated translations
- Weapons: USN SAMs (SM-1, SM-2, RIM-7M) - increased maximum target speed by roughly 10-25%
- Weapons: added improved sustainer rocket effects to all weapons that have sustainers
- Weapons: SA-5 updated with kinematics
- Weapons: Sea Cat Mk.1 and Mk.2 now have anti-surface capability
- Units: SA-N-3 and SA-N-7 amended AssociatedSearchSensors as these systems have optical FC backups
- Added Restart Mission button to pause and debrief window
- Weapons: Add the ability to have dynamic sustainer and trail durations based on missile flight time or missile burn times
- Units: Added South Yemen separatists as new nation, added flag, added South Yemen squadron to MiG-21, added new International Terrorists flag
This patch fixes some invincible land units as well as some other minor issues.
Fixes
- Some collider definitions to fix some invincible units
- Urals had ridiculously high normalmap values, toned that down
- Mobile land units with rear arc could not align to target
- Weapons: MM38 exocet material
Updates and additions
- German translation
- Biologics now have randomized speed when telegraph above 1 is set, to make them less distinguishable
- Ability to retexture any material of an unit depending on variant
Here's another patch with some general fixes. Notable highlights include some improvements to the campaign persistence, some visual improvements, and lots of changes to weapon performance and characteristics.
Fixes
- Campaign: Molniya missions 4 and 5 fixed issue with persistence of logistics ships
- Units: fixed missing language entries for PACAF F-4Es
- Units: Skipjack SSN encyclopedia length 97m -> 76m
- Units: PACAF F-4E scheme low-viz USAF roundels corrected location
- Fix weapons being launched beyond max range
- Fix underwater missiles stalling
- Smokeless rocket motor FX accidentally infinitely looping
- Weapons: SS-N-19 flight profile bug
- Weapons: Mk-46 unable to hear quiet submarines at max seeker range
- Weapons: RIM-66 positioning on Mk26 rail
- Weapons: flight profile for Exocet missile is corrected, 32ft cruise, 23ft approach, 7ft terminal
- Some shadow quality not applied
- Return scenario folder descriptions to existence
- Scenario: Incorrect date in PLAN 03 briefing
- Restored loadout name to aircraft Ready groups in Flight Deck UI for German localization
Updates and additions
- 114mm Coastal Artillery tweaks and LODs
- Weapons: standardized AShM radar cross-section - larger missiles will have slightly higher cross sections now
- Weapons: RGB-1 and RGB-3 lifetimes corrected (45 and 5 minutes respectively)
- Weapons: added Home On Jam (OECM tracking) for many weapons:
- SM-2, RIM-8, AIM-54A, RIM/AIM-7M
- SA-N-1C, 3, 6, 7, SA-4, 5, 6, 11
- Harpoon, TASM, many soviet AShMs
- SM-2, RIM-8, AIM-54A, RIM/AIM-7M
- Weapons: slight tweak to some SAM MaxFlightTime values
- Weapons: adjust SS-N-12/SS-N-19 seekers for more reliable target distribution
- Weapons: flight profiles for AGM-84 harpoons, launch is now smoother and more dynamic
- Weapons: MM38 exocet remodeled and retextured
- Sensors: fighter radars with LookDownMultiplier=0 now changed to be able to detect aircraft at extremely short range
- Sensors: standardized MinAlt entries for fighter radars, mostly lower radar floors
- Changed formation "Air Defense Orders" to "Rules of Engagement" in context menus
- Units: MPAs now have corrected sonobuoy counts
- P-3C: 84x sonobuoys (from 60x)
- P-2H: 40x sonobuoys (from 60x)
- Tu-142M: 140x sonobuoys (from 42x)
- Il-38: 150x sonobuoys (from 32x)
- P-3C: 84x sonobuoys (from 60x)
- Units: Ka-27PL sonobuoy type changed to RGB-NM-1 exclusively
- Translations
- Weapons: AGM-84C
- Weapons: small sustainer rocket motor effects for non-jet powered antiship cruise missiles (like exocet or SS-N-2)
- Added following land units:
- AAA truck with 57mm S-60
- AAA truck with 37mm 61K
- AAA truck with 23mm ZU-23
- AAA truck with 57mm S-60
Today we are releasing Patch 0.7.3, which resolves a UI crash and rolls in additional fixes for the campaign, as well as some unit/sensor enhancements and fixes. This update also introduces new environmental enhancements, including experimental sun shafts and improved fog.
These environmental features are disabled by default and can be enabled in Video Options.
We have also reduced gun CEP by 40 percent across all ship guns. This is the first step in a broader effort to improve naval gun performance and behavior. Further refinements are planned.
Thanks everyone for your continued support!
Fixes
Additions and Improvements
Hello from the Triassic Games team!
We are releasing a small hotfix update for the v0.7.1 release. This update fixes some issues encountered with weapons and the campaign, and also adds Vietnamese as a fully supported language for Sea Power.
Thanks everyone for your continued support!
Newly added features in this release:
Added Vietnamese as a fully supported language for all game menus (missions and campaigns WIP)
Units: Blank liveries added for all non-Soviet aircraft (Soviet aircraft WIP)
Changes from previous release:
Added ability to switch selected unit loadout in Encyclopedia via Unit Reference loadout dropdown
Updated Noesis UI to 3.2.11
Kinematics: missile drag factor capped at 10 for now
Launched air units will now have the same crew skill as their carrier
Weapons: Mk46 range 8nmi -> 4nmi, seeker FOV increased 60 -> 90, changed seeker type from active to active/passive
Weapons: Mk48 now only uses passive guidance when attacking ships
Weapons: small tweaks to AA-8 range and typical firing parameters
Sensors: OECM (ALQ-99, Buket, Azaliya) increased gain
Translations
Fixes from previous release:
Fixed hypersonic Walleyes
Fixed zero typical launch speed missiles under-performing
Persistence data applied while loading a campaign mission save
Mission Editor: Tooltip style did not support max width of text and text wrapping
Weapons: Mk37 torpedo unable to attack surface targets
Campaign: Molniya mission 2 civilian casualties objective was not completed properly
We are releasing a small hotfix update for the v0.7.0 release. This fixes a few issues encountered today with missile and torpedo retargeting mistakenly, and enhances some aspects of voiceovers, units, and the new campaign. Thanks everyone for your continued support!
- Fixed an issue where some missiles/torpedoes could not be re-targeted properly
- Voiceovers: added missing UK VOs (still need radio effect and boost volume); fixed issue with CN VOs using incorrect We're Hit callout
- Units: early Belknap, Leahy, Long Beach with "Late" loadouts with RIM-67A SM-1ER
- Units: add new SPS-39 antenna to early Coontz and Leahy ships
- Campaign: Strike Group Molniya dispatches reformatted for better display on all resolutions; note about Kynda missile reloads added to mission 1 for clarity
- Translations
However, we have recently upgraded our UI system and it has lead to a new bug where the first waypoint will no longer visually update when being changed. The unit will move to the new position, it just will not properly display on the tac map/map. We will be working on a fix as soon as possible for this issue.
EDIT: The waypoint issue has been fixed with patch 0.6.6.
EDIT: The font issues for Chinese and Korean have been fixed with patch 0.6.7.
EDIT: The "black terrain" issue has been fixed with patch 0.6.8.
Change log:
Fixes/Improvements
- Fixed crash in Flight Deck and potentially other UI related areas
- Adjusted logic for aircraft launch of certain weapon types (AGM-62, AS-14B) to accommodate new aircraft re-attack update
- Speeded up loading times
- Updated HY-3 with more accurate specs, thanks to SqnLdrMartin
- Aircraft popup mechanics
- translations updated
- Chinese and Korean fonts were partially missing
- Mission editor: missing countries in the list of countries; plans for ships are displayed again
- Mission editor: Simplified workflow for countries
- Setting Autogen Off in options caused terrain to be black, and some other lighting issues
Today, we are updating the Beta branch with two major changes: (1) a complete overhaul of how air operations from airbases and carriers currently function, and (2) native support for loading of 3rd party models for modders! These changes are in addition to another round of bugfixes and other improvements described below.
Major Overhaul of Flight Deck Operations
This update of the Beta branch includes a major update for how Flight Decks work in-game. This comes after many community requests for more realistic air ops. Note: because this change is highly impacting to how carriers/airbases work in the game, we have included a difficulty setting in the game's Options to disable or tune it! All new behavior is described here:
All aircraft (including helicopters) now have individual loadout preparation times, and cooldown/servicing times after recovery
Flight Decks now have limited Ground Crews to prep aircraft, and limited Deck Park space for prepped aircraft to wait for launch
Ground Crews are crews available to fuel and arm aircraft - once all Ground Crews are assigned, further prep orders must wait until Ground Crews are available
Deck Park spaces limit the total amount of aircraft that can be waiting to launch at any given time - if Deck Park is full, you must launch off aircraft to free up Deck Park space
Note: prep/cooldown times are shown as timers on the Flight Deck UI. Ground Crews and Deck Park are shown by gauges that will fill up as space is used.
Added a new Rally Point mechanic to allow players to define a rally point and altitude for aircraft launched from the airbase/carrier
To set Rally Point, right click on the airbase or carrier, then go to Flight Deck > Rally Points.
Rally Points can be set for aircraft, VTOL aircraft, and helicopters independently
To set the Rally Point location, click on the rally point unit type and then right click on the map to place it.
Note: rally point visibility is still WIP and will be added soon.
Airbases/Carriers now have limited ordnance stores ("ammunition"), especially of advanced weaponry, such as Phoenix and Harpoon missiles
The Mission Editor has been updated to allow mission-makers to configure prepped aircraft and allocate airbase/carrier ammunition stores
Added a new Flight Deck Timings setting in Options with 3 modes: Realistic, Casual, Arcade. Arcade mode disables prep/cooldown times.
Native Support for Loading of 3rd Party Models
Loading of 3rd party models (OBJ format) is now supported natively in-game! This greatly simplifies use of mods with custom models, as chain loader tools are no longer required.
Note: Workshop modders who have posted mods with 3rd party models included should test their mods against the Beta branch if possible to confirm their models will load properly.
Mission Editor Improvements
Continuous improvement of the Mission Editor is a high priority for our team. With each update, we are bringing new refinements to it as we work through a backlog of requested features from the community. Most of the changes in this update are to support the Flight Deck overhaul, but several requested features have been added as well:
Controls for all new Flight Deck mechanics from within the Mission Editor
Ability to pre-plan aircraft preparation, making aircraft available immediately in the mission for player and/or AI
Ability to customize Flight Deck ammunition stores
New trigger actions for weather changes and reactivation of triggers
New waypoints for sonobuoy deployment, including "drop in line" and buoy depth
Checkboxes to disable airbase AI, and new trigger action to enable or disable it (allowing mission-makers to delay AI launching aircraft)
Removed unused Stores and Damage dropdowns; these will be added back once functional in the future
AI Enhancements
This update includes some smaller changes to AI logic. Please see the next section for a broader update on the status of Sea Power's AI.
Refined AI aircraft engagement logic; AI aircraft will now try to engage targets based on priority vs. chasing off after the first identified target
Crew proficiency will now impact speed of AI decision-making (experimental!)
Update on AI Progress
Improving Sea Power's AI has been a key focus for the team in the second half of this year. Work is proceeding along two main tracks:
1. AI Framework: a new moddable/scriptable AI framework is in development, allowing mission and campaign creators to script custom AI behavior. This system will let modders design and share their own AI logic for ships, aircraft, and task groups.
2. Core AI Enhancements: Parallel to the framework, the base game's AI continues to evolve. Recent improvements, all of which are now available in the latest Beta branch, include:
The AI commander is now able to classify player ship and aircraft formations based on certain formation characteristics, such as a group of radar contacts on a similar heading and speed
AI airbases (including aircraft carriers) will launch AEW&C for air surveillance
AI airbases will send up CAP flights of fighters and maintain/refresh them
AI airbases will launch interceptors if an inbound strike is detected
AI airbases will launch attack aircraft with jammer support to attack any player sea or land units detected - airstrike composition will vary based on detected unit characteristics
Changes to the base game AI that are in currently in progress or planned include:
AI reconnaissance using available assets to search for the player
Expanding AI airstrike capability beyond bomb attacks only
Implementing a Morale based system for AI behavior and reactions
Improved anti-submarine warfare tactics when hunting player submarines
Improving AI use of munitions with proper engagement envelopes for torpedoes and missiles
... and much more!
Full changelist:
Bug Fixes
Mission Editor: Some cloud coverage states were not correctly loaded from mission file
Mission Editor: The FlightDeck_AutocalculateAmmo flag didn't load inside Mission Editor
Loadout availability was not updated if there were no planes of this type ready to fly on the FlightDeck
Scenario: Operation Morvarid map labeling updated
Chinese flag override
Null refs
Submarines went to surface on attack waypoint execute
CAP planes attack own missiles
Resolve potential for undefined Enums to be returned in IniHandler
Newport class LST Barnstable County flown flag of Netherlands by default
Planes currently on RTB become uncontrollable after loading save
Submarine stuck in AI state after being transferred to player by trigger
Wrong torpedo on Shershen class
Civilian routes not functioning with new FlightDeck AI
Wuhan tubes 5 and 6 animation
Nuclearstonk's fixes for Shanghai 2B and Type 010 sensors
Other scenarios folder naming conventions fix
Save/Load: Towed system trail renderer segments positions were saved in Unity coordinates that caused incorrect cable positioning in the 3d world on load from a savegame; changed to Geopositions
Faulty terrain at 18.1/118.3 lat/long
Fixed black pixel under sun caused by overflow in the cloud shader
Typo in EA-6B Prowler speeds in ini that made it instantly spend all fuel on Max speed setting
Kilo had a 6-barrel boomstick
Bayandor CIWS crew not disappearing when ship is sinking
No pilot spawn for F-15 and F-15C
Cirrus cloud fog was disabled
Mk25 default reload time
B-52 phases through ground and Turboprops accelerate wayyyyy too fast
Wingman could block formation RTB if sent to act independently
Different paths in file checker and actual ini
Scenario: PLAN 03 Op Silent Spear enemy SAG waypoints
050 BMG description
SA-N-3 ghost AO imprint texture fix
Typos in Tutorial 05
RandomTurns provide one more waypoint
VID order breaks waypoint execution for units
At certain cases weapons could not lock at target
Missile objects were not removed after dropping submunitions
Typo in loading aircraft in ready state in Mission Editor
Temp FIX that we will definitely not regret in about two years: Allow up to 4096 unit types
Improvements/Additions
Updated translations
WIP on AI: Aircraft behaviour improvement. Aircraft will try to engage closest target by priority.
E-15 torpedo sensor/noise tweaks
Terrain shaders
Helicopter now automatically cancels unreachable waypoint if it has more waypoints
Submarine emergency surface rework
Limit retarget ability for aircraft AI
Tweak Flight Deck UI for new prep/cooldown, ground crews, and deck park mechanics
Scenario: updated campaign missions 04A/04B, 05A/05B with new airbase ammunition and aircraft ready states to retain original balance
Edited Tutorial missions to reflect new Carrier Ready Times; corrected stated carrier launch speed from 30 knots to 20 knots (including localizations)
IRIAF F-5E refactored to USAF F-5E
Increased damage with depth
Subs can deflood to MIN state
Soviet subs crush depths
Mission Editor: Removed "None" values from enums, replaced with local string arrays to display correct lists in the Change Weather trigger action
Mission Editor: Removed Stores and Damage dropdowns until these are implemented later on
Mission Editor: new trigger actions for weather changes
Mission Editor: Checkbox for Unit to disable Flight Deck AI in missions
Mission Editor: Trigger action to activate/deactivate Flight Deck AI
Mission Editor: Reactivate Trigger action; Proper disposal of deleted Triggers from lists
Mission Editor: Sonobuoy drop waypoints and drop in line capability
Mission Editor: Ammunition Stores on the Flight Deck window as new tab
Mission Editor: Random unit spawn UI
New Condition type "NoIncomingWeapons" (experimental)
New loading screens (thanks Cosmo!)
Ability to add Supply System ammo to aircraft which will unload to Flight Deck ammunition stores once landed (experimental)
Allow variant index to be saved in profile images
UNITY_DOTS_DEBUG flag to project to enable safety checks for burst compiled code and allow for better tracability of potential crashes
P-3C squadron callsigns
Runtime OBJ Mesh Loading - native support for OBJ file loading for modders
Added JASDF pylons for F-1/T-2
Added F-4EJ reference for AN/APQ-120 radar entry
Add prep and cooldown time to Flight Deck, with options for Arcade, Casual and Realistic modes
Prep and cooldown values to all aircraft and helicopters
Added Loadout times to all aircraft and helicopters
EXPERIMENTAL: AI decisionmaking delay based on crew proficiency level
Ability to preset FlightDeck preparation task for aircraft
Player ships will have 1 ASW helicopter ready to launch on mission start
Default status text for submarines
Ability to set Rally Point for aircraft, VTOL, and helicopters with waypoint and altitude from FlightDecks
UK sensors from nuclearstonk for future RN expansion
Jammers are now detectable by ESM, identifying the jammer
WIP on airstrike: ability to have different plane types in one airstrike
Ability to limit AI aircraft to certain usages only
Mission: Arctic Intercept 1985 (NATO)
Implement Deck Park spots in Flight Deck
Flight Deck magazines basic setup; aircraft now cannot be launched if there is not enough ammunition
Sea Power - 1st AMA
Hello everyone! It's been nearly a year since our last survey, where we set out priorities and got to work. While we have not been able to deliver on all of them as quickly as we wish, we plan to release the first iteration of AI upgrades in the very near future. In the meantime though, we would like to host our first AMA to see what all of your questions are about the future and current state of Sea Power. Feel free to submit your questions here!
Note: Your alias/name will be shared publicly if you choose to fill it in on our AMA form. If you wish to remain anonymous, feel free to put N/A!
https://forms.gle/8GEEBWJoQxYjbGAr7
*Should be active for 2-3 days!*
Have a fantastic week!
Bug Fixes / Improvements
- LSM-1 model redone with proper texture, details update etc
- Multiple AI aircraft going for the same target
- Wakkanai port map data for backgrounddata
- PLAN 03 P-2H now correctly drops sonobuoys
- Vessel shifting position due offset of center of mass
- preset altitudes array was not sorted on aircraft/helicopter loading
- Error when loading textures for pla_h-6d squadron4 modex
- Nike Hercules missile material bug
- CGN California SPG-60 added as additional fire control channel
- Updated translations
- Added A-6E SEAD and SEADLongRange loadouts; thanks nuclearstonk!
Beside that we also fixed some issues. Happy weekend!
Bug fixes and improvements
- Unity Update due to security vulnerability issue
- PLAN Type 010 and USSR T43 CIWS gun angles fix
- Updated land unit, vessel, aircraft descriptions and callsigns (thanks N0jge!)
- Incorrect hidden objective behaviour in Event Log Objectives tab
- Updated PLAN 04 with MiG-27 replacing Armed Bizjet; corrected backstory
- Mission Editor: Possible nullref when removing a Trigger
- possible nullref when dragging a unit between Formations on Formation Manager
- Corrected Chengdu frigate hull sonar mount position
- Added missing LOD1 to Type 024 and LSM-1
- Several typos
- Lots of small mesh errors
- Changed PLAN 03 mission to reduce exploit chance
- AI CVS (anti-submarine carriers) will now correctly launch ASW patrols
- Kidd DDG added SPG-60 as 3rd missile channel; removed incorrect Variant3 from NV Gearing mod
Current Release
22867226
Uploaded May 04, 2026
System Requirements
How to Install
Sea Power.exe to play
Troubleshooting tips
• Run Redist/_CommonRedist installers if game won't start
• Add folder to Windows Defender exclusions
• Run as administrator
Download
Direct link available
9.3 GB
22867226
EBB6DF5C
d3dc6fbbcdd898d4f3b2e213557d2469703885ed4a625da0735d1d93bb46cc47
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